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| WWF RAW Model Format Research(.FML) | |
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| Topic Started: Feb 16 2016, 11:11 AM (1,654 Views) | |
| ERI619 | Feb 16 2016, 11:11 AM Post #1 |
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レインメーカ
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I've decided to explore the model file of WWF RAW,I've modded RAW For many years before i stepped onto SVR and 2K.I will post any information i know about the format here. As of now here is what i know,the game has 3 different model files for each wrestler. C0XXH.FML C0XXL.FML C0XXM.FML These files are located inside the character folder inside FF.XPK File.You'll require XPKGUI.exe to open and extract game files. Where XX-Stands for the Wrestler/Character ID H-High Poly Version of the model for inring L-Low poly version of the model,when the wrestler is viewed far away M-Medium Poly Model. The model file has a small header,after the header it has a TOC(Table of Contents) which has the names of objects inside the model which includes the bones.The TOC doesn't contain any offsets to indicate their starting positions.However the data starts with the object name. The model file contains 8 different head objects for different facial expressions n_Head The ones from H_HEAD00->H_HEAD07(Are for different facial expressions,for example for open mouth,closed eyes etc) Although they have removed blood from the game just before release,the model file does have 6 separate objects for blood animations. n_BLOOD BLOOD00->BLOOD05 When its time for the wrestler to bleed a red flash appears on the screen to indicate that the wrestler starts to bleed,however the wrestler doesn't bleed.What i believe is that they have taken out the U-V Mappings off the blood objects. After the TOC,The material assignments begin. just after the material assignments,the list of textures used have been listed. After the texture listing begins the bones/armature.
Just after the end of bones begins the mesh data which is named after the corresponding body part which begins with H_SKIN n_HANDL H_HANDL00->H_HANDL21 H_HANDR00->H_HANDR21 H_HANDL00 n_BLOOD BLOOD00->BLOOD05 n_head H_HEAD00->H_HEAD07 Each object contains the mesh data,UV-Data,faces,vertices,face indices and so on.I have attached a sample model file of The Rock below https://archive.org/download/TheRock_201602/The_Rock.rar
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| ERI619 | Feb 19 2016, 06:59 AM Post #2 |
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レインメーカ
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Latest news from xentax confirms that my findings about the format were right Posted Image |
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| ERI619 | Feb 19 2016, 06:59 AM Post #3 |
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レインメーカ
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Posted Image |
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| jakeypearce | Feb 20 2016, 12:32 AM Post #4 |
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Awesome stuff man! :) |
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| Raghu | Feb 20 2016, 12:41 AM Post #5 |
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Nice progress good luck with this. |
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| ERI619 | Feb 21 2016, 07:24 PM Post #6 |
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レインメーカ
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Bone Hierarchy
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| ERI619 | Mar 19 2016, 05:24 AM Post #7 |
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レインメーカ
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@shadowblade from xentax got the bones loaded Posted Image |
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| Deleted User | Mar 19 2016, 06:17 AM Post #8 |
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Great work with this HR!!! U r working so hard and by the looks of it, all the hard work will be worth it! |
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| ERI619 | Mar 19 2016, 07:20 AM Post #9 |
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レインメーカ
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right now i'm trying to learn Max Script for loading 3d models into 3ds Max. |
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| Raghu | Mar 21 2016, 08:39 AM Post #10 |
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so u managed to preview the objects in neosis thats great. |
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| ERI619 | Mar 21 2016, 01:40 PM Post #11 |
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レインメーカ
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Still lot of barriers to cross though. |
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| ERI619 | Dec 21 2016, 12:20 AM Post #12 |
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レインメーカ
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Head Offsets (H_HEADXX XX ranges from 00-07) Offset to the start face indices table(Head model mesh name Start offset+610D) Offset to the end of face indices table(Head model mesh name Start offset+6D4C) Offset to face indices count(Head model mesh name Start offset+6D4D) Offset to vertex Data (Head model mesh name Start offset+4B) Offset to vertex count (Head model mesh name Start offset+49) Hand Offsets(H_HANDXX,where XX ranges from 00-21) Offset to the start face indices table(Head model mesh name Start offset+5E90) Offset to vertex Data (Head model mesh name Start offset+4B) Offset to vertex count (Head model mesh name Start offset+49) Elbow Pad Offset to vertex Data (Head model mesh name Start offset+4B) Offset to Face Indices +0XFBA |
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| ERI619 | Dec 21 2016, 01:42 AM Post #13 |
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レインメーカ
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I managed to extract the head mesh and managed to open in blender. Posted Image Posted Image Posted Image |
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| NMCM | Dec 21 2016, 10:54 AM Post #14 |
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ShockValue
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Amazing! It'll be interesting to see what can be done with Raw models. The only thing I didn't really enjoy about Raw were the animations. Nice work ERI. |
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Help Me Bring You WWE SD2: ShockValue and other future projects sooner. If you'd like to donate as a thanks or to help push the project to completion, click the link below. . ![]() | |
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| Anilpv77 | Dec 21 2016, 11:23 AM Post #15 |
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Good!!! Amazing work ERI619 |
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| ERI619 | Dec 21 2016, 11:24 AM Post #16 |
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レインメーカ
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Yes, the animations and the game play sucked. The games drawbacks are lack of matches, poor animations and lack of depth in the roster. |
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| Tom | Dec 21 2016, 12:01 PM Post #17 |
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This is really cool! Nice to see more format discoveries happening |
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Spoiler: click to toggle ![]() Credits to The Best for the Userbar ![]() | |
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| ERI619 | Dec 21 2016, 12:37 PM Post #18 |
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レインメーカ
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We have come a long way at this, eatrawmeat made a script to export all the mesh from the model. Posted Image Edited by ERI619, Dec 21 2016, 12:37 PM.
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| ERI619 | Dec 21 2016, 01:16 PM Post #19 |
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レインメーカ
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Different Facial Expressions Posted Image Another preview Posted Image |
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| BslBryan | Feb 19 2017, 02:03 PM Post #20 |
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Made the List
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There is a hacked version of this game online somewhere with a larger and more updated roster. I will see if I can find it again and try to contact the people responsible for creating it, maybe persuade them to join here and share info |
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h_head00.fml (27.33 KB)















6:35 AM Jul 11